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Mobile Games

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Designing Location-based Mobile Games With A Purpose: Collecting Geospatial Data ... Fun ratings. mobile part: mean 3.6 with a standard deviation of 0.6 ... – PowerPoint PPT presentation

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Title: Mobile Games


1
Mobile Games
2
References
  • S. Matyas, C. Matyas, C. Schlieder, P. Kiefer, H.
    Mitarai, and M. Kamata. Designing Location-based
    Mobile Games With A Purpose Collecting
    Geospatial Data with CityExplorer. In ACM ACE,
    2008.
  • L. Grant, H. Daanen, S. Benford, A. Hampshire, A.
    Drozd, and C. Greenhalgh. MobiMissions the game
    of missions for mobile phones. In ACM SIGGRAPH,
    2007.

3
Designing Location-based Mobile Games with a
Purpose Collecting Geospatial Data with
CityExplorer
  • S. Matyas, C. Matyas, C. Schlieder, P. Kiefer, H.
    Mitarai, and M. Kamata.
  • ACM Advances in Computer Entertainment Technology
    (ACE) 2008

4
Motivation
  • Design location-based mobile games with a purpose
  • Targets
  • entertainment
  • quantity
  • quality

5
CityExplorer
  • An occupying game
  • Players choose several kinds of real world
    objects
  • At the end of game, who holds the majority of
    game tokens in each region occupy the region and
    gets points

Choose location
Occupy Objects
Validate
6
Collected Data
  • The photo of the location
  • The name of the location
  • The correct location category
  • GPS

7
Quality Control
  • They implement a community-driven review process
    for CityExplorer
  • A player can either approve or refuse a marker of
    another player

8
Use Case Studies
  • Three games were played in Bamberg (Germany)

9
Use Case Studies
  • One game was played in Fujisawa (Japan) and
    Bamberg (Germany)

10
Results (1/3)
  • The 14 players in Bamberg collected a total of
    772 markers over a period of 20 days.
  • General location categories resulted in more
    collected markers than specific categories.
  • Fun ratings
  • mean 4.4 with a standard deviation of 0.5

11
Results (2/3)
  • The 8 players in the multi-city game collected in
    total 106 markers in the four days.
  • Fun ratings
  • mobile part mean 3.6 with a standard deviation
    of 0.6
  • online part mean 2.9 with a standard deviation
    of 0.9

12
Results (3/3)
  • 388 markers (42) were at least corrected a
    single time, but 539 markers (58) remained
    undecided.
  • 345 markers (37) were approved to be correct
  • 38 markers (0.04) got refused.

13
Conclusions
  • Designers should leave the game area as open as
    possible.
  • An in-game reviewing and correction step - a
    community based data quality control - is needed.
  • Players can be motivated to provide rich
    geospatial data sets through a location-based
    mobile game with a purpose.

14
MobiMissions The Game of Missions For Mobile
Phones
  • L. Grant, H. Daanen, S. Benford, A. Hampshire, A.
    Drozd, and C. Greenhalgh.
  • ACM SIGGRAPH 2007 educators program

15
Cellular Technology
16
MobiMissions (1/2)
  • Creating missions
  • a series of photographs
  • sections of text
  • cell-IDs
  • Searching for missions
  • missions created by players
  • floating missions

17
MobiMissions (2/2)
  • Completing missions and uploading responses
  • rate how good the mission was
  • Rating missions and responses on the website
  • rate other players' missions and responses on the
    website
  • Scoring

18
Experiment
  • Five weeks in October and November 2006
  • A group of 11 volunteers aged between 16 and 18
    years

19
Overview of Game Use
  • 123 responses and 73 missions
  • only 31 (42) were responded to by anyone other
    than the author of the mission

20
Findings (1/3)
  • Local co-located play
  • players preferred playing with others
  • Asynchronous social play
  • most players felt little social obligation to
    reciprocate to missions because they did not know
    who they were responding to
  • The content and value of missions
  • majority of players felt it was more important to
    create interesting missions
  • however, creating interesting missions was
    difficult and required significant time and effort

21
Findings (2/3)
  • The locations of play

22
Findings (3/3)
  • The role of the website
  • players expected more synchronous, immediate
    communication in extended social conversations
  • Competitive game or social exchange?
  • for most players, the points reward was thus
    extrinsic to the emergent game goal of creating
    interesting missions, meaning that the points
    were not a motivating feature

23
Future Possibilities
  • Site-specific applications
  • School
  • Located social networks
  • Shared interest groups
  • Games
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